Jump to content

ATG

Members
  • Posts

    50
  • Joined

  • Last visited

Everything posted by ATG

  1. @Mecripp - can confirm reflections are restored. Thanks again for your help! Some feedback regarding reflections: Getting lots of flickering and visual anomalies. At certain viewing angles the effect doesn't seem to be working right - Its hard to describe, I'll see if I can post a pic of it. Also, some parts are semi-transparent such as the apollo service module.
  2. Wow @Mecripp, I didn't expect such a fast response! Thank you so much for taking the time to prepare that fix, I really appreciate it. Going to test it now and will report back.
  3. Does anyone know how to get this to work with FASA to restore the reflections on some parts? I tried changing the FASA configs by replacing references to [TextureReplacer] with [TextureReplacerReplaced] - but that didn't work.
  4. @linuxgurugamer Thank you for keeping this mod alive. I noticed in the mod's 'KWCommunityFixes' folder that there is a file named 'SRB Fix' that does not have an extension so it obviously not being used. Is this intentional? Should I delete it or give it a .cfg extension?
  5. I take a break from KSP and when I return I find this?! MOARdV, you really did an awesome job on the IVA! Thanks.
  6. Just a heads up for TextureReplacer users....The recent dev releases of EVE will not render clouds unless you edit the TextureReplacer cfg path to keep the cloud cubmaps from being unloaded. Change this line: keepLoaded = ^BoulderCo/(Clouds|Atmosphere)/ To: keepLoaded = ^BoulderCo/Textures/ Edit: sorry, I must have missed SR1978 already reported this above.
  7. Are there plans to finish the apollo cm IVA?
  8. Laz, in addition to my posts - here and here. The dragon v2 iva has the hatch door stuck in the open position in the HD package, where in the standard package the hatch door is always closed. There is a big mixup between all the files and versions ( I checked the other packs as well). Hope one day you can sort it out.
  9. Thanks for the explanation, now I understand how it works. I was able to make all of the buttons work properly now. I appreciate the offer to change it, however I think the way you currently have it implemented makes sense and works best. Thanks again.
  10. Hi MOARdV...thanks for keeping RPM updated in Mihara's absence. After reading through the wiki and looking at some examples I was able to make the switch work. When the button is pushed on, the SAS control modes work as intended....problem is once the button is pushed on, the button remains stuck in the on position. I have to turn it off via the default sas mode buttons and then the custom button will reset to the off position. Any idea what I am doing wrong? Here is the button's cfg file: PROP { name = ATG_AP_SASPrograde MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSASModePrograde stateMethod = ButtonSASModeProgradeState } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.25 y = 0.75 } } proxy = 0, 0, 0, 0.035, 0.015, 0.03, 1, 0, 0
  11. Is it possible to config a prop button to function like the SAS buttons by the nav ball (follow prograde, retrograde, etc.) ? Does RPM need to be updated to do this or can it be done in its present state? I saw some examples that use the mechjeb plugin for this functionality...now that it is a stock feature, it would be cool to implement this for those like myself that don't use mechjeb.
  12. Just want to say thank you for this mod. Its one of my essentials mods to play with. Hope to see this mod supported in future versions.
  13. Ok, I just finished checking all the files between the standard and HD versions of only the Launch pack. Here's a summary for your reference Laz: The following parts have 2 different models between the standard & HD versions: - Sherpa Core - Separation Engine - Merlin 1D Vacuum Engine - Falcon Upper Landing Leg - Falcon Lower Landing Leg (also as previously mentioned, both part.cfg files have differences.) The Separation Engine HD version contains 2 textures that the standard version does not: - UVFalconSeparationEngineLR.mbm - UVFalconSepartationEngineNormalLR.mbm
  14. LazarusLuan - Thanks a lot for all of your hard work on the space x pack...I can really appreciate the vast amount of work a quality release like this entails. You've done an outstanding job! @ozraven - Thanks for tip on the landing gear...I noticed the errors as well. Going to replace the standard one with the one from the HD pack. Edit: Just did a file (hex) compare and indeed there are differences between both models. The difference with the HD pack is supposed to only be textures, right? I wonder is there are any other differences between the standard and HD models....if I have time later I'll try to compare the other models. Edit 2: I also checked the part.cfg files between the standard and hd versions of the lower leg and there are several differences between them as well. Which values are the correct ones...the standard or HD? I'm starting to think there may be many differences between both packs.
  15. Thanks for taking the time to help 5thHorseman. The folder structure was ok...the issue corrected itself after completely reinstalling everything. So I'm glad I have the icon back. Regarding Blizzy's Toolbar support - I don't see any option in the cfg files or in game within the engineer mod that allows me to activate toolbar support.
  16. Hi, I'm getting a white icon in the toolbar in the latest development version. Only other mods installed KJR and Toolbar. Anyone else getting the same? Also I have seen mention of Blizzy's toolbar support but I am unsure if that is supported in dev release. I was unable to get KER to appear in blizzy's toolbar.
  17. I've been away from the game for several months...can anyone confirm if the 64 bit issues are going to be addressed in this update? Also, is it too late for a hypetrain ticket?
  18. Shucks....the stream is no longer available for downloading. Any chance to still view it? Edit: Can't find this video anywhere. I don't get it...why take the trouble to document something like this only to have it vanish?
  19. Hi, I have a part that I added a decouple node to. I do not want the decoupler to appear in the staging and only operate upon manual use. I've added "staged = false" to the ModuleDecoupler section but the decoupler keeps showing up in staging. In the past this use to work...can anyone confirm that this no longer works (perhaps a 24.2 bug) or am I doing something wrong?
  20. Has anyone successfully docked the Apollo CM in IVA only with RPM? Currently, if you try to use the docking cam mode in RPM, you can't see anything because the camera viewpoint is blocked by the docking port probe (that pointy thing that sticks out). All you see is the back of the mesh, obstructing the view making it impossible to use. Whats worse, the mesh texture is silver/white, so you can't even use that screen for docking info since the white text is drowned out by the texture. I've searched both this thread and Denny's but found no complaints. I wondering if others share this problem and what work-arounds they might have for some IVA docking.
  21. Same problem as above with x64 version. Clean install, only mods used was Toolbar and Chatterer. Removed Toolbar and all was fine again.
  22. The fix seems to be working after some quick testing. Awesome! I'm hoping someone can recompile it once more with Qberticus's recommendations to use "WaitForFixedUpdate()" to eliminate the odd delay.
  23. Really nice work with the tutorials Paul. I can see a lot of work went into them - Thank you.
×
×
  • Create New...